using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using XeoEngine;
using XeoEngine.Input;
using System.Xml;
using System.Globalization;

namespace Just_little_strategy
{
    public class MainGameModule : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        ScreenManager screenManager;

        public MainGameModule()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            screenManager = new ScreenManager(this, graphics);
            Components.Add(screenManager);
            LoadSettings();
            screenManager.AddScreen(new BackgroundScreen(), null);
            screenManager.AddScreen(new MainMenuScreen(), null);
            IsMouseVisible = true;
            Content.RootDirectory = "data";
        }

        public void LoadSettings()
        {
            using (XmlReader reader = XmlReader.Create("data/Settings.xml"))
            {
                reader.ReadStartElement("Settings");
                reader.ReadStartElement("Graphics");
                reader.ReadStartElement("Resolution");
                reader.ReadStartElement("Width");
                graphics.PreferredBackBufferWidth = Convert.ToInt32(reader.ReadString());
                reader.ReadEndElement();
                reader.ReadStartElement("Height");
                graphics.PreferredBackBufferHeight = Convert.ToInt32(reader.ReadString());
                reader.ReadEndElement();
                reader.ReadEndElement();
                reader.ReadStartElement("VSync");
                graphics.SynchronizeWithVerticalRetrace = Convert.ToBoolean(reader.ReadString());
                reader.ReadEndElement();
                reader.ReadStartElement("MultiSampling");
                graphics.PreferMultiSampling = Convert.ToBoolean(reader.ReadString());
                reader.ReadEndElement();
                reader.ReadStartElement("FullScreen");
                graphics.IsFullScreen = Convert.ToBoolean(reader.ReadString());
                reader.ReadEndElement();
                reader.ReadEndElement();
                reader.ReadStartElement("Interface");
                reader.ReadStartElement("Language");
                XeoEngine.Localizations.Strings.Culture = CultureInfo.GetCultureInfo(reader.ReadString());
                reader.ReadEndElement();
                reader.ReadEndElement();
                reader.ReadStartElement("Sound");
                reader.ReadStartElement("MusicVol");
                screenManager.smvol = (float)Convert.ToDouble(reader.ReadString());
                reader.ReadEndElement();
                reader.ReadStartElement("MenuVol");
                screenManager.mvol = (float)Convert.ToDouble(reader.ReadString());
                reader.ReadEndElement();
                reader.ReadStartElement("SceneVol");
                screenManager.svol = (float)Convert.ToDouble(reader.ReadString());
                reader.ReadEndElement();
                reader.ReadEndElement();
                reader.ReadEndElement();
            }
        }
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.GhostWhite);

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
    }

    static class Program
    {
        /// <summary>
        /// The main entry point for the application.
        /// </summary>
        static void Main(string[] args)
        {
            using (MainGameModule game = new MainGameModule())
            {
                game.Run();
            }
        }
    }
}
